5a74e2df57
This lets us share zip archive processing code with both the runtime (Art, dalvik) and critical java code (StrictJarFile). This change also moves several utility methods to ZipUtils and dedups code across several zip inflation methods. One of the side effects of this change is that several processing loops are now O(n) instead of O(n^2). bug: 10193060 (cherry picked from commit afd31e08299008fdc5c2813f21b2573f29dc53df) Change-Id: I86a2c528575d4a3ca86b94be068dcdc3c17c2ed6
106 lines
2.6 KiB
C++
106 lines
2.6 KiB
C++
/*
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* Copyright (C) 2007 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_BOOTANIMATION_H
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#define ANDROID_BOOTANIMATION_H
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#include <stdint.h>
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#include <sys/types.h>
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#include <androidfw/AssetManager.h>
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#include <utils/threads.h>
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#include <EGL/egl.h>
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#include <GLES/gl.h>
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class SkBitmap;
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namespace android {
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class Surface;
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class SurfaceComposerClient;
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class SurfaceControl;
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// ---------------------------------------------------------------------------
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class BootAnimation : public Thread, public IBinder::DeathRecipient
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{
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public:
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BootAnimation();
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virtual ~BootAnimation();
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sp<SurfaceComposerClient> session() const;
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private:
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virtual bool threadLoop();
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virtual status_t readyToRun();
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virtual void onFirstRef();
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virtual void binderDied(const wp<IBinder>& who);
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struct Texture {
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GLint w;
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GLint h;
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GLuint name;
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};
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struct Animation {
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struct Frame {
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String8 name;
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FileMap* map;
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mutable GLuint tid;
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bool operator < (const Frame& rhs) const {
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return name < rhs.name;
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}
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};
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struct Part {
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int count;
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int pause;
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String8 path;
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SortedVector<Frame> frames;
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bool playUntilComplete;
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};
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int fps;
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int width;
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int height;
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Vector<Part> parts;
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};
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status_t initTexture(Texture* texture, AssetManager& asset, const char* name);
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status_t initTexture(void* buffer, size_t len);
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bool android();
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bool movie();
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void checkExit();
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sp<SurfaceComposerClient> mSession;
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AssetManager mAssets;
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Texture mAndroid[2];
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int mWidth;
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int mHeight;
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EGLDisplay mDisplay;
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EGLDisplay mContext;
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EGLDisplay mSurface;
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sp<SurfaceControl> mFlingerSurfaceControl;
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sp<Surface> mFlingerSurface;
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ZipFileRO *mZip;
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};
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// ---------------------------------------------------------------------------
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}; // namespace android
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#endif // ANDROID_BOOTANIMATION_H
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